﻿Shader "XShaderLab/SimpleShader/SimpleSurfaceShader" 
{
    SubShader
    {
        Tags
        {
            "RenderType" = "Opaque"
        }

        CGPROGRAM

        #pragma surface surf Lambert // using Lambert lighting for surface shadering, calcuated by surf

        struct Input
        {
            float4 inputColor : COLOR;
        };

        void surf(Input _in, inout SurfaceOutput _out)
        {
            _out.Albedo = 1;
        }

        ENDCG

    }

	FallBack "Diffuse"
}
